Naramus - Monsters

Naramus
Medium shadow humanoid
Level 11 Elite Skirmisher (Leader) XP 1200

Initiative +11        Senses Perception +12; Darkvision
Benighted Presence aura 10; light-producing effects within the aura whose level is lower than Naramus's can create only dim light.
HP 208; Bloodied 104
Regeneration 10 (If Naramus takes radiant damage, his regeneration doesn't function on his next turn.)
AC 27; Fortitude 25, Reflex 23, Will 24
Saving Throws +2
Speed 5
Action Points 1

(⚔) Bastard Sword (standard, at-will) ✦ Weapon

+17 vs AC; 1d10+7 damage (crit 1d6+17).

(➶) Gloom Chakram (standard, at-will) ✦ Force

Ranged 5; +15 vs AC; 2d6+4 force damage.

Arcing Swings (standard, at-will) ✦ Weapon

Naramus makes two melee basic attacks and shifts 1 square after the first attack.

Disrupting Strike (standard, recharge ⚅

+17 vs AC; 3d10+7 damage plus ongoing 5 force damage (save ends).

Triumphant Cry (free, when naramus scores a critical hit or reduces an enemy to 0 hit points; at-will)

Naramus or an ally within 20 squares can make a melee or ranged attack.

Shadow Stride (move; recharge ⚄⚅) ✦ Teleportation

Naramus can teleport 20 squares but must end his move in dim light or darkness.

Coalescing Darkness

If Naramus moves 3 or more squares by any means, he is cloaked with supernatural darkness, gaining total concealment.

Alignment Evil        Languages Common, Netherese
Skills Diplomacy +15, Insight +12, Intimidate +15, Stealth +12
Str 23 (+11)      Dex 18 (+9)      Wis 14 (+7)
Con 18 (+9)      Int 12 (+6)      Cha 21 (+10)

Equipment: bastard sword , heavy shield , plate armor .


Published in Forgotten Realms Campaign Guide, page(s) 261.